mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 17:41:56 +00:00
Moved explosion calculations into a process that processes a queue of explosions with SCHECKs in areas with significant processing. Significantly reduces server freezes during large explosions, and almost completely nullifies them for small ones. Likely subtly changes how explosions behave.
272 lines
10 KiB
Plaintext
272 lines
10 KiB
Plaintext
var/datum/controller/process/explosives/bomb_processor
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// yes, let's move the laggiest part of the game to a process
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// nothing could go wrong -- Lohikar
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/datum/controller/process/explosives
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var/list/work_queue
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var/ticks_without_work = 0
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var/list/explosion_turfs
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var/explosion_in_progress
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var/powernet_update_pending = 0
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/datum/controller/process/explosives/setup()
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name = "explosives"
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schedule_interval = 5 // every half-second
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tick_allowance = 25 // 25% of a tick
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work_queue = list()
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bomb_processor = src
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/datum/controller/process/explosives/doWork()
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if (!work_queue)
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setup() // fix for process failing to re-init after termination
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if (!(work_queue.len))
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ticks_without_work++
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if (powernet_update_pending && ticks_without_work > 5)
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makepowernets()
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powernet_update_pending = 0
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return
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ticks_without_work = 0
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powernet_update_pending = 1
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for (var/A in work_queue)
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lighting_process.disable()
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var/datum/explosiondata/data = A
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if (data.is_rec)
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explosion_rec(data.epicenter, data.rec_pow)
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else
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explosion(data)
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SCHECK
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work_queue -= data
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lighting_process.enable()
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/datum/controller/process/explosives/proc/explosion(var/datum/explosiondata/data)
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var/turf/epicenter = data.epicenter
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var/devastation_range = data.devastation_range
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var/heavy_impact_range = data.heavy_impact_range
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var/light_impact_range = data.light_impact_range
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var/flash_range = data.flash_range
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var/adminlog = data.adminlog
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var/z_transfer = data.z_transfer
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var/power = data.rec_pow
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if(config.use_recursive_explosions)
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explosion_rec(epicenter, power)
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return
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var/start = world.timeofday
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epicenter = get_turf(epicenter)
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if(!epicenter) return
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// Handles recursive propagation of explosions.
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if(devastation_range > 2 || heavy_impact_range > 2)
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if(HasAbove(epicenter.z) && z_transfer & UP)
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explosion(GetAbove(epicenter), max(0, devastation_range - 2), max(0, heavy_impact_range - 2), max(0, light_impact_range - 2), max(0, flash_range - 2), 0, UP)
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if(HasBelow(epicenter.z) && z_transfer & DOWN)
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explosion(GetAbove(epicenter), max(0, devastation_range - 2), max(0, heavy_impact_range - 2), max(0, light_impact_range - 2), max(0, flash_range - 2), 0, DOWN)
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var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range)
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// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
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// Stereo users will also hear the direction of the explosion!
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// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
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// 3/7/14 will calculate to 80 + 35
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var/far_dist = 0
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far_dist += heavy_impact_range * 5
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far_dist += devastation_range * 20
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// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
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// Stereo users will also hear the direction of the explosion!
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// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
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// 3/7/14 will calculate to 80 + 35
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var/volume = 10 + (power * 20)
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var/frequency = get_rand_frequency()
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var/closedist = round(max_range + world.view - 2, 1)
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//Whether or not this explosion causes enough vibration to send sound or shockwaves through the station
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var/vibration = 1
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if (istype(epicenter,/turf/space))
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vibration = 0
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for (var/turf/T in range(src, max_range))
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if (!istype(T,/turf/space))
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//If there is a nonspace tile within the explosion radius
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//Then we can reverberate shockwaves through that, and allow it to be felt in a vacuum
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vibration = 1
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if (vibration)
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for(var/mob/M in player_list)
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SCHECK
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// Double check for client
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var/reception = 2//Whether the person can be shaken or hear sound
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//2 = BOTH
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//1 = shockwaves only
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//0 = no effect
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if(M && M.client)
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var/turf/M_turf = get_turf(M)
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if(M_turf && M_turf.z == epicenter.z)
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if (istype(M_turf,/turf/space))
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//If the person is standing in space, they wont hear
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//But they may still feel the shaking
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reception = 0
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for (var/turf/T in range(M, 1))
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if (!istype(T,/turf/space))
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//If theyre touching the hull or on some extruding part of the station
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reception = 1//They will get screenshake
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break
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if (!reception)
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continue
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var/dist = get_dist(M_turf, epicenter)
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if (reception == 2 && (M.ear_deaf <= 0 || !M.ear_deaf))//Dont play sounds to deaf people
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// If inside the blast radius + world.view - 2
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if(dist <= closedist)
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M.playsound_local(epicenter, get_sfx("explosion"), min(100, volume), 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
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//You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
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else
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volume = M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', volume, 1, frequency, usepressure = 0, falloff = 1000)
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//Playsound local will return the final volume the sound is actually played at
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//It will return 0 if the sound volume falls to 0 due to falloff or pressure
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//Also return zero if sound playing failed for some other reason
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//Deaf people will feel vibrations though
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if (volume > 0)//Only shake camera if someone was close enough to hear it
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shake_camera(M, min(60,max(2,(power*18) / dist)), min(3.5,((power*3) / dist)),0.05)
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//Maximum duration is 6 seconds, and max strength is 3.5
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//Becuse values higher than those just get really silly
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if(adminlog)
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message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
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log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
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if(heavy_impact_range > 1)
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var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
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E.set_up(epicenter)
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E.start()
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var/x0 = epicenter.x
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var/y0 = epicenter.y
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var/z0 = epicenter.z
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for(var/turf/T in trange(max_range, epicenter))
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var/dist = sqrt((T.x - x0)**2 + (T.y - y0)**2)
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if(dist < devastation_range) dist = 1
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else if(dist < heavy_impact_range) dist = 2
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else if(dist < light_impact_range) dist = 3
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else continue
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T.ex_act(dist)
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SCHECK
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if(T)
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for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
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var/atom/movable/AM = atom_movable
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if(AM && AM.simulated) AM.ex_act(dist)
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SCHECK
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var/took = (world.timeofday-start)/10
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//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
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if(Debug2) world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds."
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//Machines which report explosions.
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for(var/i,i<=doppler_arrays.len,i++)
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var/obj/machinery/doppler_array/Array = doppler_arrays[i]
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if(Array)
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Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took)
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/datum/controller/process/explosives/proc/explosion_rec(turf/epicenter, power)
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if(power <= 0) return
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epicenter = get_turf(epicenter)
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if(!epicenter) return
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message_admins("Explosion with size ([power]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
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log_game("Explosion with size ([power]) in area [epicenter.loc.name] ")
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playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(power*2,1) )
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playsound(epicenter, "explosion", 100, 1, round(power,1) )
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explosion_in_progress = 1
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explosion_turfs = list()
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explosion_turfs[epicenter] = power
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//This steap handles the gathering of turfs which will be ex_act() -ed in the next step. It also ensures each turf gets the maximum possible amount of power dealt to it.
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for(var/direction in cardinal)
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var/turf/T = get_step(epicenter, direction)
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explosion_spread(T, power - epicenter.explosion_resistance, direction)
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SCHECK
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//This step applies the ex_act effects for the explosion, as planned in the previous step.
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for(var/turf/T in explosion_turfs)
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if(explosion_turfs[T] <= 0) continue
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if(!T) continue
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//Wow severity looks confusing to calculate... Fret not, I didn't leave you with any additional instructions or help. (just kidding, see the line under the calculation)
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var/severity = 4 - round(max(min( 3, ((explosion_turfs[T] - T.explosion_resistance) / (max(3,(power/3)))) ) ,1), 1) //sanity effective power on tile divided by either 3 or one third the total explosion power
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// One third because there are three power levels and I
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// want each one to take up a third of the crater
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var/x = T.x
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var/y = T.y
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var/z = T.z
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T.ex_act(severity)
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if(!T)
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T = locate(x,y,z)
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for(var/atom/A in T)
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A.ex_act(severity)
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SCHECK
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explosion_in_progress = 0
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/datum/controller/process/explosives/proc/explosion_spread(turf/s, power, direction)
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SCHECK
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if (istype(s, /turf/unsimulated))
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return
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if(power <= 0)
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return
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if(explosion_turfs[s] >= power)
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return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again.
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explosion_turfs[s] = power
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var/spread_power = power - s.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast
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for(var/obj/O in s)
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if(O.explosion_resistance)
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spread_power -= O.explosion_resistance
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var/turf/T = get_step(s, direction)
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explosion_spread(T, spread_power, direction)
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T = get_step(s, turn(direction,90))
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explosion_spread(T, spread_power, turn(direction,90))
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T = get_step(s, turn(direction,-90))
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explosion_spread(T, spread_power, turn(direction,90))
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/datum/controller/process/explosives/proc/queue(var/datum/explosiondata/data)
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if (!data) return
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work_queue += data
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/datum/controller/process/explosives/statProcess()
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..()
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stat(null, "[work_queue.len] items in explosion queue")
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/datum/explosiondata
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var/turf/epicenter
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var/devastation_range
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var/heavy_impact_range
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var/light_impact_range
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var/flash_range
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var/adminlog
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var/z_transfer
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var/is_rec
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var/rec_pow |